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Celer

Suggestion : Disconnect Timer

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I have noticed that the combat logging has skyrocketed.

 

Usually, when you're in a gunfight and you win, whoever you faught doesn't die, but becomes unconscious.

This is usually when they disconnect preventing you from looting their gear.

 

Or, they just disconnect during or before the fight.

 

A timer, similarly to mmo's like World of Warcrafts, would make combat logging much more difficult and in turn,

make it more fair for other players to be rewarded for their fight, rather than losing ammo and become frustrated.

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I too find this a good suggestion :)
It worked pretty well in the mod, even though it was only after combat.

As long as people still get punished for alt+f4

Edited by DesmondHume

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With this installed, the game will be more fair :D

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It's coming... Dean and guys know about it and they are adding it soon.

Yes! This is glorious news!

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Its not as simple as you think it is ...there's alot more to take into consideration such as alt+f4 and ctrl+alt+delete then end process. So a simple timer just wont cut it ...ill post here what i posted in another combat log thread.

 

I think the mod had a decent anti combat logger feature.

 

They should make it that if you shoot at someone then they are put in combat status and there exit/disconnect is locked out for a period of time (the bullets that cause them to go into combat status actually need to be shot at or close to the target) and if they decide to alt+f4 or end the games process then the server should leave a clone behind for the remainder of the time the combat status would have lasted (also the clone can also be put into combat status by shooting at or near it just like the player). This would allow players to then keep the clone in combat and if they kill the clone before the combat status period runs out then the clone sends a message to the server to kill the player it was cloned from. And if the clone combat status timer runs out it then sends a message to the server to not kill the player and then the clone instantly disappears.

 

Thats about as close to being fair to everyone as it gets  in regards to combat loggers or someone that simply had an issue and crashed or something .....i think as its just not possible to do much else.

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Its not as simple as you think it is ...there's alot more to take into consideration such as alt+f4 and ctrl+alt+delete then end process. So a simple timer just wont cut it ...ill post here what i posted in another combat log thread.

 

I think the mod had a decent anti combat logger feature.

 

They should make it that if you shoot at someone then they are put in combat status and there exit/disconnect is locked out for a period of time (the bullets that cause them to go into combat status actually need to be shot at or close to the target) and if they decide to alt+f4 or end the games process then the server should leave a clone behind for the remainder of the time the combat status would have lasted (also the clone can also be put into combat status by shooting at or near it just like the player). This would allow players to then keep the clone in combat and if they kill the clone before the combat status period runs out then the clone sends a message to the server to kill the player it was cloned from. And if the clone combat status timer runs out it then sends a message to the server to not kill the player and then the clone instantly disappears.

 

Thats about as close to being fair to everyone as it gets  in regards to combat loggers or someone that simply had an issue and crashed or something .....i think as its just not possible to do much else.

 

I agree.

 

With respect to the perception of how this game is viewed, prioritization on implementing anti-combat logging needs to be raised.  "Oh Dayz, is that the game everyone combat logs and flanks you by ghosting"?  Probably not the best perception you want leave.
 
This may not be considered a showstopper defect but as public release even as alpha it does contribute negativity to the product.  I'm sure it will be fixed or added back but the perception may remain even after it's been addressed.  As for now in my opinion it's chronic at the moment and addressing the issue(s) should be priority.

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